Expand description
§Backgammon: The Oldest Board Game in the World
This crate provides a pure, canonical implementation of the game Backgammon.
§Supported Doubling Cube Rules
The following doubling cube rules are supported:
- Beaver
- Raccoon
- Murphy
- Jacobi
- Crawford
- Holland
§Recommended Use for AI Agents
For a correct and tournament-legal implementation, AI agents should interact with the Match
struct rather than the Game struct directly.
use backgammon::prelude::*;
AI Agent Setup: Always define the match context first
use backgammon::prelude::*;
fn setup_agent_environment() -> Match {
let mut m = Match::new();
m.set_points(13).unwrap();
m.set_crawford(true).unwrap();
m
}- Why
Match?: It manages the Doubling Cube, Match Points, and rules like Jacoby or Crawford which are essential for calculating “Match Equity” (the probability of winning the whole match). - Statelessness: This crate is stateless. Agents must persist the
Matchobject between turns.
§Difference between Game and Match Structs
| Feature | Game Struct | Match Struct |
|---|---|---|
| Checker Movement | Yes | Yes (via current game) |
| Dice Rolling | Yes | Yes |
| Doubling Cube | No | Yes |
| Match Score | No | Yes |
| Tournament Rules | No | Yes (Crawford, etc.) |
§Examples
§Creating a Match
To create a new backgammon match, load the prelude module and define a mutable match:
use backgammon::prelude::*;
let mut m = Match::new();
Depending on the style of tournament, it is possible to set any number of
rules:
use backgammon::prelude::*;
fn play_match() -> Result<(), Error> {
let mut m = Match::new();
m.set_points(13)?;
m.set_jacobi(true)?;
Ok(())
}§The first roll
In a physical game, both players roll with one die. Then, the higher roll defines the first player.
use backgammon::prelude::*;
fn play_match() -> Result<(), Error> {
let mut m = Match::new();
m.roll(Player::Nobody)?;
Ok(())
}§Playing an Example Backgammon Match
To see this library in action, run the included example:
cargo run --example backgammon_tuiFor more examples, have a look at the examples directory.
§Design Philosophy
This library is designed to provide stateless Backgammon gameplay functionality. Because it does not track or store game states itself, you can easily implement wrappers that use this library along with an external database to manage and persist game states.
§Discussions and Support
Remember that the APIs are not stable yet. Any support is very welcome. Please open an Issue to discuss features or ask for help.
Re-exports§
pub use error::Error;pub use game::Game;pub use match::Match;pub use match::MatchState;
Modules§
- ai
- Implements the AI Agent API. Useful for training neural networks.
- error
- Implements all possible Backgammon errors.
- game
- Implements a Backgammon game.
- match
- Implements a Backgammon match.
- prelude
- Provides commonly used types and structures for ease of use in external modules. It is recommended to always use the prelude module for convenience.
- rules
- Implements the board, the dice, the cube, and all other Backgammon rules.
- stats
- Implements statistics.